attribute vec3 a_positionL;
attribute vec3 a_normalL;
attribute vec2 a_uv;

uniform mat4 u_wvpMatrix;
uniform mat4 u_wMatrix;

varying vec3 v_positionW;
varying vec3 v_normalW;
varying vec2 v_uv;

void main()
{
	gl_Position = u_wvpMatrix * vec4(a_positionL, 1.0);
		
	v_positionW = (u_wMatrix * vec4(a_positionL, 1.0)).xyz;
	v_normalW = normalize(u_wMatrix * vec4(a_normalL, 0.0)).xyz;
	v_uv = a_uv;
}
